Some of the highest tier perks (at the end of their respective trees)

Those sound pretty boring, if I’m being honest.

Those are incredibly boring for being the skills at the end of the trees. I say that not having played the game, obviously - maybe a 20 second armor boost on crit is totally game-changing. But on paper, it doesn’t look like much.

Those skills are pretty similar to some of the stuff in games like Borderlands 3, or even ARPGs. I imagine they are more impressive in synergy with other skills and abilities, rather than taken out of context like this. Because, yes, out of context they seem meh.

At least a couple of them are cool.

They do sound boring, sadly.

Maybe your implants provide the variety.

Why is the Cool tree all about ingesting poison into your body? It’s cool to be sober.

I hope so. If those are the capstones of their respective lines it makes me wonder what the options leading up to them are.

I had the exact same impression. Perks, in my mind, are supposed to be cool things that change in the game in subtle (or not so subtle) ways. At least that should be the ideal. Obviously games with alot of ‘perks’ can’t make all of them really interesting, but you would have thought the perks at the end of the lines should be this way instead of the boring old “+%” buffs.

Compare it to the original perks system, the one in Fallout:

Some examples: “Animals will not attack on sight”, “Higher chance of finding special places and people in random encounters”, “Size and facing modifiers are ignored when stealing from someone”, “Able to sneak and run at the same time”, etc. etc.

There were +% buffs as well, but in my view stuff like the above is the best kind of perks that change the game mechanics in small ways.

I don’t know why but it has always bothered me to see the word guerrilla misspelled. Much like when someone says “flack” when they mean “flak”.

I know what you mean, but I think you are a bit misguided, as you are letting be guided by pure terminology.
Yes, perks are what you say in some other games. But not here. If it makes it easier to understand it, think of them as ‘talent points’ for big talent trees, or ‘skill points’, not ‘perks’.

Even so, none of them sound exciting or interesting. 25% more for selling crafted stuff or some armor for a period of time at the end of a “talent tree” just doesn’t move the needle for me at all. What I want to see in stuff like this are things that make me go “oh, that would change the way I play. Next playthrough I’m going to try Option B instead!”. They all seem pretty low-effort and boring on paper, so I worry what the earlier perks look like.

This is in theory, obviously. Maybe they’re more impactful in practice.

They do sound kind of boring but has it been said that this is the sum total of all the perks? Maybe they are keeping the more interesting ones under wraps.

There are like 120 perks, so not the total, no.

Literally unplayable.

By the way, that came from this: A full video of the B-roll playthrough bits with no commentary or bullshit.

Spoilers obviously.

I’m sure that’s an elementary problem to fix.

El oh el, good sir